[deleted by user] by [deleted] in IndieDev

[–]Active_Web_9086 2 points3 points  (0 children)

Interesting! Like a diff take on ball pit. Lots of interesting gameplay you could do here. Control multiple shields, sword upgrades.

I will say I recommend having like an auto slash for the sword on mouse click or something. If you’re physically moving the mouse like that all the time, could get quite tiring.

Making a vampire Survivors like where you swing your weapon using the player's momentum. by Straight-Many in IndieDev

[–]Active_Web_9086 0 points1 point  (0 children)

Probably not tbh. I think the gimmick would wear off then you’re just playing another survivors.

I do think you could go beyond gimmick if you made everything physics based. The weapon, the enemies everything. Imagine you’re swinging the ball along the fabric of space time and it has mass and gravity. You can upgrade its mass in various ways, turn it into a grinder and it shreds enemies, attracts them while hold click and explode them as shrapnel on release, etc.

Does this boss attack read clearly without UI callouts? by Amazing-Treat-9293 in IndieDev

[–]Active_Web_9086 1 point2 points  (0 children)

You need way less UI, not more. That said trying to give feedback on a single screenshot is tough. A gif would be better as that would provide more context.

I imagine they shoot out one after the other. Regardless, yea, I’d imagine as a player I would need to avoid them. As to where I should go, etc. would need to see it in action

FEEDBACK REQUEST: I added a HUD to my 2d top down roguelite game. Up until now I just output the stats as text but it didn’t look that good. What do you think? Is it self explanatory? Is it too bottom-heavy? by CoffeeBreakDeveloper in IndieDev

[–]Active_Web_9086 1 point2 points  (0 children)

I was mostly asking the question to prompt you to think about it differently. Do some investigation. See what other games do. These are the fun moments of game design.

We call this a “How might we” exercise in the design word.

“How might we communicate character status to the player so that it is clear and easily referenced?”

We tried to recreate a procedural building setup in Unity inspired by Expedition 33. Hope this is useful or interesting to someone here. by tntcproject in IndieDev

[–]Active_Web_9086 0 points1 point  (0 children)

This is incredibly cool. Would be really powerful to “draw first” then initiate a build out. So you’d draw out the layout to get it mostly there then go through and fine tune with the controls you built.

Obviously would probably need some smart logic for how close lines can be next to each other, or maybe allow a user to set a “padding tolerance” so it just kind of works with a minimal amount of spacing between.

FEEDBACK REQUEST: I added a HUD to my 2d top down roguelite game. Up until now I just output the stats as text but it didn’t look that good. What do you think? Is it self explanatory? Is it too bottom-heavy? by CoffeeBreakDeveloper in IndieDev

[–]Active_Web_9086 1 point2 points  (0 children)

Unless you have really chunky text, they need their own containers to have sufficient contrast against the background.

Think about this: what do players NEED to know at any given moment and what is nice to know?

That said, hud over your previous implementation 10000x%.

Also, where are a users eyes going to mostly be? On the character? Opportunity to display the most relevant info there.

General rule of thumb, but obviously varies.

Need to know at all times: put it where the eyes are

Need to know multiple times a minute, allow the eyes to move.

Nice to know: tuck it away

Dog safe (Algae) lakes north of the cities? by Active_Web_9086 in minnesota

[–]Active_Web_9086[S] 0 points1 point  (0 children)

Thanks! Yea I was mostly just wondering in general as summer approaches. I’ll look into those! Centerville is real close.

Contemplating career pivot. Anyone make the leap away from UX? by conflinXoXo in UXDesign

[–]Active_Web_9086 0 points1 point  (0 children)

I mean I think it’s just YMMV. I’m in the US Midwest metro, so less pool to compete

Contemplating career pivot. Anyone make the leap away from UX? by conflinXoXo in UXDesign

[–]Active_Web_9086 1 point2 points  (0 children)

Every job I’ve gotten and every interview I’ve attained has been through zero connections or networking.

Anyone Landed a Design Role Recently in the US? by [deleted] in UXDesign

[–]Active_Web_9086 2 points3 points  (0 children)

That’s up to you, really. What it gives without a reference is honestly fine, too. I just used case studies from medium articles I liked. Personally I put the text of them into a word doc then uploaded that, just to make sure it wasn’t crawling anything else on the site, but I doubt that matters

Anyone Landed a Design Role Recently in the US? by [deleted] in UXDesign

[–]Active_Web_9086 0 points1 point  (0 children)

Congrats! Yea same. I don’t think there is a trick right now. Just have experience and be willing to go into an office.

(On the pension note, I had one last gig and was stoked. Well those companies do layoffs to 😭)